/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef __SPELL_SCRIPT_H
#define __SPELL_SCRIPT_H

#include "Util.h"
#include "SharedDefines.h"
#include "SpellAuraDefines.h"

class Unit;
struct SpellEntry;
class SpellScript;
class Spell;
class Aura;
class AuraEffect;
struct SpellModifier;
class Creature;
class GameObject;
class DynamicObject;
class Player;
class Item;
class WorldLocation;
class WorldObject;

#define SPELL_EFFECT_ANY (uint16)-1
#define SPELL_AURA_ANY (uint16)-1

enum SpellScriptState
{
    SPELL_SCRIPT_STATE_NONE = 0, SPELL_SCRIPT_STATE_REGISTRATION, SPELL_SCRIPT_STATE_LOADING, SPELL_SCRIPT_STATE_UNLOADING,
};
#define SPELL_SCRIPT_STATE_END SPELL_SCRIPT_STATE_UNLOADING + 1

// helper class from which SpellScript and SpellAura derive, use these classes instead
class _SpellScript
{
    // internal use classes & functions
    // DO NOT OVERRIDE THESE IN SCRIPTS
protected:
    virtual bool _Validate (SpellEntry const * entry);
public:
    virtual void _Register ();
    virtual void _Unload ();
    virtual void _Init (const std::string * scriptname, uint32 spellId);
protected:
    class EffectHook
    {
    public:
        EffectHook (uint8 _effIndex);
        uint8 GetAffectedEffectsMask (SpellEntry const * spellEntry);
        bool IsEffectAffected (SpellEntry const * spellEntry, uint8 effIndex);
        virtual bool CheckEffect (SpellEntry const * spellEntry, uint8 effIndex) = 0;
        std::string EffIndexToString ();
    protected:
        uint8 effIndex;
    };
    class EffectNameCheck
    {
    public:
        EffectNameCheck (uint16 _effName)
        {
            effName = _effName;
        }
        ;
        bool Check (SpellEntry const * spellEntry, uint8 effIndex);
        std::string ToString ();
    private:
        uint16 effName;
    };
    class EffectAuraNameCheck
    {
    public:
        EffectAuraNameCheck (uint16 _effAurName)
        {
            effAurName = _effAurName;
        }
        bool Check (SpellEntry const * spellEntry, uint8 effIndex);
        std::string ToString ();
    private:
        uint16 effAurName;
    };

    uint8 m_currentScriptState;
    const std::string * m_scriptName;
    uint32 m_scriptSpellId;
public:
    //
    // SpellScript/AuraScript interface base
    // these functions are safe to override, see notes below for usage instructions
    //
    // Function in which handler functions are registered, must be implemented in script
    virtual void Register () = 0;
    // Function called on server startup, if returns false script won't be used in core
    // use for: dbc/template data presence/correctness checks
    virtual bool Validate (SpellEntry const * /*spellEntry*/) { return true; }
    ;
    // Function called when script is created, if returns false script will be unloaded afterwards
    // use for: initializing local script variables (DO NOT USE CONSTRUCTOR FOR THIS PURPOSE!)
    virtual bool Load () { return true; }
    ;
    // Function called when script is destroyed
    // use for: deallocating memory allocated by script
    virtual void Unload () { } ;
};

// SpellScript interface - enum used for runtime checks of script function calls
enum SpellScriptHookType
{
    SPELL_SCRIPT_HOOK_EFFECT = SPELL_SCRIPT_STATE_END, SPELL_SCRIPT_HOOK_BEFORE_HIT, SPELL_SCRIPT_HOOK_HIT, SPELL_SCRIPT_HOOK_AFTER_HIT, SPELL_SCRIPT_HOOK_UNIT_TARGET_SELECT, SPELL_SCRIPT_HOOK_CHECK_CAST,
};
#define HOOK_SPELL_HIT_START SPELL_SCRIPT_HOOK_EFFECT
#define HOOK_SPELL_HIT_END SPELL_SCRIPT_HOOK_AFTER_HIT + 1
#define HOOK_SPELL_START SPELL_SCRIPT_HOOK_EFFECT
#define HOOK_SPELL_END SPELL_SCRIPT_HOOK_CHECK_CAST + 1
#define HOOK_SPELL_COUNT HOOK_SPELL_END - HOOK_SPELL_START

class SpellScript: public _SpellScript
{
    // internal use classes & functions
    // DO NOT OVERRIDE THESE IN SCRIPTS
public:
#define SPELLSCRIPT_FUNCTION_TYPE_DEFINES(CLASSNAME) \
            typedef SpellCastResult(CLASSNAME::*SpellCheckCastFnType)(); \
            typedef void(CLASSNAME::*SpellEffectFnType)(SpellEffIndex); \
            typedef void(CLASSNAME::*SpellHitFnType)(); \
            typedef void(CLASSNAME::*SpellUnitTargetFnType)(std::list<Unit*>&); \

    SPELLSCRIPT_FUNCTION_TYPE_DEFINES(SpellScript)

    class CheckCastHandler
    {
    public:
        CheckCastHandler (SpellCheckCastFnType checkCastHandlerScript);
        SpellCastResult Call (SpellScript* spellScript);
    private:
        SpellCheckCastFnType _checkCastHandlerScript;
    };

    class EffectHandler: public _SpellScript::EffectNameCheck, public _SpellScript::EffectHook
    {
    public:
        EffectHandler (SpellEffectFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName);
        std::string ToString ();
        bool CheckEffect (SpellEntry const * spellEntry, uint8 effIndex);
        void Call (SpellScript * spellScript, SpellEffIndex effIndex);
    private:
        SpellEffectFnType pEffectHandlerScript;
    };

    class HitHandler
    {
    public:
        HitHandler (SpellHitFnType _pHitHandlerScript);
        void Call (SpellScript * spellScript);
    private:
        SpellHitFnType pHitHandlerScript;
    };

    class UnitTargetHandler: public _SpellScript::EffectHook
    {
    public:
        UnitTargetHandler (SpellUnitTargetFnType _pUnitTargetHandlerScript, uint8 _effIndex, uint16 _targetType);
        std::string ToString ();
        bool CheckEffect (SpellEntry const * spellEntry, uint8 targetType);
        void Call (SpellScript * spellScript, std::list<Unit*>& unitTargets);
    private:
        SpellUnitTargetFnType pUnitTargetHandlerScript;
        uint16 targetType;
    };

#define SPELLSCRIPT_FUNCTION_CAST_DEFINES(CLASSNAME) \
        class CheckCastHandlerFunction : public SpellScript::CheckCastHandler { public: CheckCastHandlerFunction(SpellCheckCastFnType _checkCastHandlerScript) : SpellScript::CheckCastHandler((SpellScript::SpellCheckCastFnType)_checkCastHandlerScript) {} }; \
        class EffectHandlerFunction : public SpellScript::EffectHandler { public: EffectHandlerFunction(SpellEffectFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName) : SpellScript::EffectHandler((SpellScript::SpellEffectFnType)_pEffectHandlerScript, _effIndex, _effName) {} }; \
        class HitHandlerFunction : public SpellScript::HitHandler { public: HitHandlerFunction(SpellHitFnType _pHitHandlerScript) : SpellScript::HitHandler((SpellScript::SpellHitFnType)_pHitHandlerScript) {} }; \
        class UnitTargetHandlerFunction : public SpellScript::UnitTargetHandler { public: UnitTargetHandlerFunction(SpellUnitTargetFnType _pUnitTargetHandlerScript, uint8 _effIndex, uint16 _targetType) : SpellScript::UnitTargetHandler((SpellScript::SpellUnitTargetFnType)_pUnitTargetHandlerScript, _effIndex, _targetType) {} }; \

#define PrepareSpellScript(CLASSNAME) SPELLSCRIPT_FUNCTION_TYPE_DEFINES(CLASSNAME) SPELLSCRIPT_FUNCTION_CAST_DEFINES(CLASSNAME)
public:
    bool _Validate (SpellEntry const * entry);
    bool _Load (Spell * spell);
    void _InitHit ();
    bool _IsEffectPrevented (SpellEffIndex effIndex)
    {
        return m_hitPreventEffectMask & (1 << effIndex);
    }
    bool _IsDefaultEffectPrevented (SpellEffIndex effIndex)
    {
        return m_hitPreventDefaultEffectMask & (1 << effIndex);
    }
    void _PrepareScriptCall (SpellScriptHookType hookType);
    void _FinishScriptCall ();
    bool IsInCheckCastHook () const
    {
        return m_currentScriptState == SPELL_SCRIPT_HOOK_CHECK_CAST;
    }
    bool IsInHitPhase () const
    {
        return (m_currentScriptState >= HOOK_SPELL_HIT_START && m_currentScriptState < HOOK_SPELL_HIT_END);
    }
    bool IsInEffectHook () const
    {
        return (m_currentScriptState == SPELL_SCRIPT_HOOK_EFFECT);
    }
    bool IsInAfterHitPhase () const
    {
        return (m_currentScriptState == SPELL_SCRIPT_HOOK_AFTER_HIT);
    }
private:
    Spell * m_spell;
    uint8 m_hitPreventEffectMask;
    uint8 m_hitPreventDefaultEffectMask;
public:
    //
    // SpellScript interface
    // hooks to which you can attach your functions
    //

    // example: OnCheckCast += SpellCheckCastFn();
    // where function is SpellCastResult function()
    HookList<CheckCastHandler> OnCheckCast;
#define SpellCheckCastFn(F) CheckCastHandlerFunction(&F)

    // example: OnEffect**** += SpellEffectFn(class::function, EffectIndexSpecifier, EffectNameSpecifier);
    // where function is void function(SpellEffIndex effIndex)
    HookList<EffectHandler> OnEffect;
    HookList<EffectHandler> OnEffectLaunch;
    HookList<EffectHandler> OnEffectLaunchTarget;
    HookList<EffectHandler> OnEffectHit;
    HookList<EffectHandler> OnEffectHitTarget;
#define SpellEffectFn(F, I, N) EffectHandlerFunction(&F, I, N)

    // example: BeforeHit += SpellHitFn(class::function);
    HookList<HitHandler> BeforeHit;
    // example: OnHit += SpellHitFn(class::function);
    HookList<HitHandler> OnHit;
    // example: AfterHit += SpellHitFn(class::function);
    HookList<HitHandler> AfterHit;
    // where function is: void function()
#define SpellHitFn(F) HitHandlerFunction(&F)

    // example: OnUnitTargetSelect += SpellUnitTargetFn(class::function, EffectIndexSpecifier, TargetsNameSpecifier);
    // where function is void function(std::list<Unit*>& targetList)
    HookList<UnitTargetHandler> OnUnitTargetSelect;
#define SpellUnitTargetFn(F, I, N) UnitTargetHandlerFunction(&F, I, N)

    // hooks are executed in following order, at specified event of spell:
    // 1. OnUnitTargetSelect - executed just before adding selected targets to final target list
    // 2. BeforeHit - executed just before spell hits a target
    // 3. OnEffect - executed just before specified effect handler call
    // 4. OnHit - executed just before spell deals damage and procs auras
    // 5. AfterHit - executed just after spell finishes all it's jobs for target

    //
    // methods allowing interaction with Spell object
    //
    // methods useable during all spell handling phases
    Unit * GetCaster ();
    Unit * GetOriginalCaster ();
    SpellEntry const * GetSpellInfo ();
    SpellValue const* GetSpellValue ();

    // methods useable after spell targets are set
    // accessors to the "focus" targets of the spell
    // note: do not confuse these with spell hit targets
    // returns: WorldLocation which was selected as a spell destination or NULL
    WorldLocation * GetTargetDest ();

    void SetTargetDest (WorldLocation& loc);

    // returns: Unit which was selected as a spell target or NULL
    Unit * GetTargetUnit ();

    // returns: GameObject which was selected as a spell target or NULL
    GameObject * GetTargetGObj ();

    // returns: Item which was selected as a spell target or NULL
    Item * GetTargetItem ();

    // methods useable only during spell hit on target phase:

    // returns: target of current effect if it was Unit otherwise NULL
    Unit * GetHitUnit ();
    // returns: target of current effect if it was Creature otherwise NULL
    Creature * GetHitCreature ();
    // returns: target of current effect if it was Player otherwise NULL
    Player * GetHitPlayer ();
    // returns: target of current effect if it was Item otherwise NULL
    Item * GetHitItem ();
    // returns: target of current effect if it was GameObject otherwise NULL
    GameObject * GetHitGObj ();
    // setter/getter for for damage done by spell to target of spell hit
    int32 GetHitDamage ();
    void SetHitDamage (int32 damage);
    void PreventHitDamage ()
    {
        SetHitDamage(0);
    }
    ;
    // returns: total damage done by spell (including crit multipliers)
    int32 GetFinalDamage ();
    // setter/getter for for heal done by spell to target of spell hit
    int32 GetHitHeal ();
    void SetHitHeal (int32 heal);
    void PreventHitHeal ()
    {
        SetHitHeal(0);
    }
    ;

    // returns current spell hit target aura
    Aura * GetHitAura ();
    // prevents applying aura on current spell hit target
    void PreventHitAura ();

    // prevents effect execution on current spell hit target
    // including other effect/hit scripts
    // will not work on aura/damage/heal
    // will not work if effects were already handled
    void PreventHitEffect (SpellEffIndex effIndex);

    // prevents default effect execution on current spell hit target
    // will not work on aura/damage/heal effects
    // will not work if effects were already handled
    void PreventHitDefaultEffect (SpellEffIndex effIndex);

    // method avalible only in EffectHandler method
    int32 GetEffectValue ();

    // returns: cast item if present.
    Item * GetCastItem ();

    // Creates item. Calls Spell::DoCreateItem method.
    void CreateItem (uint32 effIndex, uint32 itemId);

    // finishes spellcast prematurely with selected error message
    void FinishCast (SpellCastResult result);

    void SetCustomCastResultMessage (SpellCustomErrors result);
};

// AuraScript interface - enum used for runtime checks of script function calls
enum AuraScriptHookType
{
    AURA_SCRIPT_HOOK_EFFECT_APPLY = SPELL_SCRIPT_STATE_END, AURA_SCRIPT_HOOK_EFFECT_REMOVE, AURA_SCRIPT_HOOK_EFFECT_PERIODIC, AURA_SCRIPT_HOOK_EFFECT_UPDATE_PERIODIC, AURA_SCRIPT_HOOK_EFFECT_CALC_AMOUNT, AURA_SCRIPT_HOOK_EFFECT_CALC_PERIODIC, AURA_SCRIPT_HOOK_EFFECT_CALC_SPELLMOD, AURA_SCRIPT_HOOK_EFFECT_ABSORB, AURA_SCRIPT_HOOK_EFFECT_AFTER_ABSORB, AURA_SCRIPT_HOOK_EFFECT_MANASHIELD, AURA_SCRIPT_HOOK_EFFECT_AFTER_MANASHIELD,
/*AURA_SCRIPT_HOOK_APPLY,
 AURA_SCRIPT_HOOK_REMOVE, */
};
#define HOOK_AURA_EFFECT_START HOOK_AURA_EFFECT_APPLY
#define HOOK_AURA_EFFECT_END HOOK_AURA_EFFECT_CALC_SPELLMOD + 1
#define HOOK_AURA_EFFECT_COUNT HOOK_AURA_EFFECT_END - HOOK_AURA_EFFECT_START

class AuraScript: public _SpellScript
{
    // internal use classes & functions
    // DO NOT OVERRIDE THESE IN SCRIPTS
public:

#define AURASCRIPT_FUNCTION_TYPE_DEFINES(CLASSNAME) \
		typedef bool(CLASSNAME::*AuraCheckAreaTargetFnType)(Unit* target); \
        typedef void(CLASSNAME::*AuraDispelFnType)(DispelInfo* dispelInfo); \
        typedef void(CLASSNAME::*AuraEffectApplicationModeFnType)(AuraEffect const *, AuraEffectHandleModes); \
        typedef void(CLASSNAME::*AuraEffectPeriodicFnType)(AuraEffect const *); \
        typedef void(CLASSNAME::*AuraEffectUpdatePeriodicFnType)(AuraEffect *); \
        typedef void(CLASSNAME::*AuraEffectCalcAmountFnType)(AuraEffect const *, int32 &, bool &); \
        typedef void(CLASSNAME::*AuraEffectCalcPeriodicFnType)(AuraEffect const *, bool &, int32 &); \
        typedef void(CLASSNAME::*AuraEffectCalcSpellModFnType)(AuraEffect const *, SpellModifier *&); \
        typedef void(CLASSNAME::*AuraEffectAbsorbFnType)(AuraEffect *, DamageInfo &, uint32 &); \
		typedef void(CLASSNAME::*AuraEffectProcFnType)(AuraEffect const *, Unit *, Unit *, uint32, SpellEntry const*, uint32, uint32, WeaponAttackType, int32); \

    AURASCRIPT_FUNCTION_TYPE_DEFINES(AuraScript)

    class CheckAreaTargetHandler
    {
    public:
       CheckAreaTargetHandler(AuraCheckAreaTargetFnType pHandlerScript);
       bool Call(AuraScript* auraScript, Unit* target);
    private:
       AuraCheckAreaTargetFnType pHandlerScript;
    };
       class AuraDispelHandler
    {
       public:
       AuraDispelHandler(AuraDispelFnType pHandlerScript);
       void Call(AuraScript* auraScript, DispelInfo* dispelInfo);
       private:
       AuraDispelFnType pHandlerScript;
    };	
    class EffectBase: public _SpellScript::EffectAuraNameCheck, public _SpellScript::EffectHook
    {
    public:
        EffectBase (uint8 _effIndex, uint16 _effName);
        std::string ToString ();
        bool CheckEffect (SpellEntry const * spellEntry, uint8 effIndex);
    };
    class EffectPeriodicHandler: public EffectBase
    {
    public:
        EffectPeriodicHandler (AuraEffectPeriodicFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName);
        void Call (AuraScript * auraScript, AuraEffect const * _aurEff);
    private:
        AuraEffectPeriodicFnType pEffectHandlerScript;
    };
    class EffectUpdatePeriodicHandler: public EffectBase
    {
    public:
        EffectUpdatePeriodicHandler (AuraEffectUpdatePeriodicFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName);
        void Call (AuraScript * auraScript, AuraEffect * aurEff);
    private:
        AuraEffectUpdatePeriodicFnType pEffectHandlerScript;
    };
    class EffectCalcAmountHandler: public EffectBase
    {
    public:
        EffectCalcAmountHandler (AuraEffectCalcAmountFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName);
        void Call (AuraScript * auraScript, AuraEffect const* aurEff, int32 & amount, bool & canBeRecalculated);
    private:
        AuraEffectCalcAmountFnType pEffectHandlerScript;
    };
    class EffectCalcPeriodicHandler: public EffectBase
    {
    public:
        EffectCalcPeriodicHandler (AuraEffectCalcPeriodicFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName);
        void Call (AuraScript * auraScript, AuraEffect const* aurEff, bool & isPeriodic, int32 & periodicTimer);
    private:
        AuraEffectCalcPeriodicFnType pEffectHandlerScript;
    };
    class EffectCalcSpellModHandler: public EffectBase
    {
    public:
        EffectCalcSpellModHandler (AuraEffectCalcSpellModFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName);
        void Call (AuraScript * auraScript, AuraEffect const* aurEff, SpellModifier *& spellMod);
    private:
        AuraEffectCalcSpellModFnType pEffectHandlerScript;
    };
    class EffectApplyHandler: public EffectBase
    {
    public:
        EffectApplyHandler (AuraEffectApplicationModeFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName, AuraEffectHandleModes _mode);
        void Call (AuraScript * auraScript, AuraEffect const * _aurEff, AuraEffectHandleModes _mode);
    private:
        AuraEffectApplicationModeFnType pEffectHandlerScript;
        AuraEffectHandleModes mode;
    };
    class EffectAbsorbHandler: public EffectBase
    {
    public:
        EffectAbsorbHandler (AuraEffectAbsorbFnType _pEffectHandlerScript, uint8 _effIndex);
        void Call (AuraScript * auraScript, AuraEffect * aurEff, DamageInfo & dmgInfo, uint32 & absorbAmount);
    private:
        AuraEffectAbsorbFnType pEffectHandlerScript;
    };
    class EffectProcHandler : public EffectBase
    {
    public:
        EffectProcHandler(AuraEffectProcFnType _pEffectProcScript, uint8 _effIndex, uint16 _effName);
        void Call(AuraScript * auraScript, AuraEffect const * _aurEff, Unit* pUnit, Unit *victim, uint32 damage, SpellEntry const* procSpell, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, int32 cooldown);
        private:
        AuraEffectProcFnType pEffectProcScript;
    };	
    class EffectManaShieldHandler: public EffectBase
    {
    public:
        EffectManaShieldHandler (AuraEffectAbsorbFnType _pEffectHandlerScript, uint8 _effIndex);
        void Call (AuraScript * auraScript, AuraEffect * aurEff, DamageInfo & dmgInfo, uint32 & absorbAmount);
    private:
        AuraEffectAbsorbFnType pEffectHandlerScript;
    };

#define AURASCRIPT_FUNCTION_CAST_DEFINES(CLASSNAME) \
        class CheckAreaTargetFunction : public AuraScript::CheckAreaTargetHandler { public: CheckAreaTargetFunction(AuraCheckAreaTargetFnType _pHandlerScript) : AuraScript::CheckAreaTargetHandler((AuraScript::AuraCheckAreaTargetFnType)_pHandlerScript) {} }; \
        class AuraDispelFunction : public AuraScript::AuraDispelHandler { public: AuraDispelFunction(AuraDispelFnType _pHandlerScript) : AuraScript::AuraDispelHandler((AuraScript::AuraDispelFnType)_pHandlerScript) {} }; \
        class EffectPeriodicHandlerFunction : public AuraScript::EffectPeriodicHandler { public: EffectPeriodicHandlerFunction(AuraEffectPeriodicFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName) : AuraScript::EffectPeriodicHandler((AuraScript::AuraEffectPeriodicFnType)_pEffectHandlerScript, _effIndex, _effName) {} }; \
        class EffectUpdatePeriodicHandlerFunction : public AuraScript::EffectUpdatePeriodicHandler { public: EffectUpdatePeriodicHandlerFunction(AuraEffectUpdatePeriodicFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName) : AuraScript::EffectUpdatePeriodicHandler((AuraScript::AuraEffectUpdatePeriodicFnType)_pEffectHandlerScript, _effIndex, _effName) {} }; \
        class EffectCalcAmountHandlerFunction : public AuraScript::EffectCalcAmountHandler { public: EffectCalcAmountHandlerFunction(AuraEffectCalcAmountFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName) : AuraScript::EffectCalcAmountHandler((AuraScript::AuraEffectCalcAmountFnType)_pEffectHandlerScript, _effIndex, _effName) {} }; \
        class EffectCalcPeriodicHandlerFunction : public AuraScript::EffectCalcPeriodicHandler { public: EffectCalcPeriodicHandlerFunction(AuraEffectCalcPeriodicFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName) : AuraScript::EffectCalcPeriodicHandler((AuraScript::AuraEffectCalcPeriodicFnType)_pEffectHandlerScript, _effIndex, _effName) {} }; \
        class EffectCalcSpellModHandlerFunction : public AuraScript::EffectCalcSpellModHandler { public: EffectCalcSpellModHandlerFunction(AuraEffectCalcSpellModFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName) : AuraScript::EffectCalcSpellModHandler((AuraScript::AuraEffectCalcSpellModFnType)_pEffectHandlerScript, _effIndex, _effName) {} }; \
        class EffectApplyHandlerFunction : public AuraScript::EffectApplyHandler { public: EffectApplyHandlerFunction(AuraEffectApplicationModeFnType _pEffectHandlerScript, uint8 _effIndex, uint16 _effName, AuraEffectHandleModes _mode) : AuraScript::EffectApplyHandler((AuraScript::AuraEffectApplicationModeFnType)_pEffectHandlerScript, _effIndex, _effName, _mode) {} }; \
        class EffectAbsorbFunction : public AuraScript::EffectAbsorbHandler { public: EffectAbsorbFunction(AuraEffectAbsorbFnType _pEffectHandlerScript, uint8 _effIndex) : AuraScript::EffectAbsorbHandler((AuraScript::AuraEffectAbsorbFnType)_pEffectHandlerScript, _effIndex) {} }; \
        class EffectManaShieldFunction : public AuraScript::EffectManaShieldHandler { public: EffectManaShieldFunction(AuraEffectAbsorbFnType _pEffectHandlerScript, uint8 _effIndex) : AuraScript::EffectManaShieldHandler((AuraScript::AuraEffectAbsorbFnType)_pEffectHandlerScript, _effIndex) {} }; \
		class EffectProcHandlerFunction : public AuraScript::EffectProcHandler { public: EffectProcHandlerFunction(AuraEffectProcFnType _pEffectProcScript, uint8 _effIndex, uint16 _effName) : AuraScript::EffectProcHandler((AuraScript::AuraEffectProcFnType)_pEffectProcScript, _effIndex, _effName) {} }; \

#define PrepareAuraScript(CLASSNAME) AURASCRIPT_FUNCTION_TYPE_DEFINES(CLASSNAME) AURASCRIPT_FUNCTION_CAST_DEFINES(CLASSNAME)

public:
    bool _Validate (SpellEntry const * entry);
    bool _Load (Aura * aura);
    void _PrepareScriptCall (AuraScriptHookType hookType, AuraApplication const * aurApp = NULL);
    void _FinishScriptCall ();
    bool _IsDefaultActionPrevented ();
private:
    Aura * m_aura;
    AuraApplication const * m_auraApplication;
    bool m_defaultActionPrevented;
public:
    //
    // AuraScript interface
    // hooks to which you can attach your functions
    //
    // executed when area aura checks if it can be applied on target
    // example: OnEffectApply += AuraEffectApplyFn(class::function);
    // where function is: bool function (Unit* target);
    HookList<CheckAreaTargetHandler> DoCheckAreaTarget;
#define AuraCheckAreaTargetFn(F) CheckAreaTargetFunction(&F)

    // executed when aura is dispelled by a unit
    // example: OnDispel += AuraDispelFn(class::function);
    // where function is: void function (DispelInfo* dispelInfo);
    HookList<AuraDispelHandler> OnDispel;
    // executed after aura is dispelled by a unit
    // example: AfterDispel += AuraDispelFn(class::function);
    // where function is: void function (DispelInfo* dispelInfo);
    HookList<AuraDispelHandler> AfterDispel;
#define AuraDispelFn(F) AuraDispelFunction(&F)	
    // executed when periodic aura effect is applied with specified mode to target
    // example: OnEffectApply += AuraEffectApplyFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier, AuraEffectHandleModes);
    // where function is: void function (AuraEffect const * aurEff);
    HookList<EffectApplyHandler> OnEffectApply;
    // executed after aura effect is applied with specified mode to target
    // example: AfterEffectApply += AuraEffectApplyFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier, AuraEffectHandleModes);
    // where function is: void function (AuraEffect const* aurEff, AuraEffectHandleModes mode);
    HookList<EffectApplyHandler> AfterEffectApply;
#define AuraEffectApplyFn(F, I, N, M) EffectApplyHandlerFunction(&F, I, N, M)

    // executed when periodic aura effect is removed with specified mode from target
    // example: OnEffectRemove += AuraEffectRemoveFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier, AuraEffectHandleModes);
    // where function is: void function (AuraEffect const * aurEff, AuraEffectHandleModes mode);
    HookList<EffectApplyHandler> OnEffectRemove;
    // executed when aura effect is removed with specified mode from target
    // example: AfterEffectRemove += AuraEffectRemoveFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier, AuraEffectHandleModes);
    // where function is: void function (AuraEffect const* aurEff, AuraEffectHandleModes mode);
    HookList<EffectApplyHandler> AfterEffectRemove;
#define AuraEffectRemoveFn(F, I, N, M) EffectApplyHandlerFunction(&F, I, N, M)

    // executed when periodic aura effect ticks on target
    // example: OnEffectPeriodic += AuraEffectPeriodicFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
    // where function is: void function (AuraEffect const * aurEff, AuraEffectHandleModes mode);
    HookList<EffectPeriodicHandler> OnEffectPeriodic;
#define AuraEffectPeriodicFn(F, I, N) EffectPeriodicHandlerFunction(&F, I, N)

    // executed when periodic aura effect is updated
    // example: OnEffectUpdatePeriodic += AuraEffectUpdatePeriodicFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
    // where function is: void function (AuraEffect * aurEff);
    HookList<EffectUpdatePeriodicHandler> OnEffectUpdatePeriodic;
#define AuraEffectUpdatePeriodicFn(F, I, N) EffectUpdatePeriodicHandlerFunction(&F, I, N)

    // executed when aura effect calculates amount
    // example: DoEffectCalcAmount += AuraEffectCalcAmounFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
    // where function is: void function (AuraEffect * aurEff, int32 & amount, bool & canBeRecalculated);
    HookList<EffectCalcAmountHandler> DoEffectCalcAmount;
#define AuraEffectCalcAmountFn(F, I, N) EffectCalcAmountHandlerFunction(&F, I, N)

    // executed when aura effect calculates periodic data
    // example: DoEffectCalcPeriodic += AuraEffectCalcPeriodicFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
    // where function is: void function (AuraEffect const * aurEff, bool & isPeriodic, int32 & amplitude);
    HookList<EffectCalcPeriodicHandler> DoEffectCalcPeriodic;
#define AuraEffectCalcPeriodicFn(F, I, N) EffectCalcPeriodicHandlerFunction(&F, I, N)

    // executed when aura effect calculates spellmod
    // example: DoEffectCalcSpellMod += AuraEffectCalcSpellModFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
    // where function is: void function (AuraEffect const * aurEff, SpellModifier *& spellMod);
    HookList<EffectCalcSpellModHandler> DoEffectCalcSpellMod;
#define AuraEffectCalcSpellModFn(F, I, N) EffectCalcSpellModHandlerFunction(&F, I, N)

    // executed when absorb aura effect is going to reduce damage
    // example: OnEffectAbsorb += AuraEffectAbsorbFn(class::function, EffectIndexSpecifier);
    // where function is: void function (AuraEffect * aurEff, DamageInfo & dmgInfo, uint32 & absorbAmount);
    HookList<EffectAbsorbHandler> OnEffectAbsorb;
#define AuraEffectAbsorbFn(F, I) EffectAbsorbFunction(&F, I)

    // executed after absorb aura effect reduced damage to target - absorbAmount is real amount absorbed by aura
    // example: AfterEffectAbsorb += AuraEffectAbsorbFn(class::function, EffectIndexSpecifier);
    // where function is: void function (AuraEffect * aurEff, DamageInfo & dmgInfo, uint32 & absorbAmount);
    HookList<EffectAbsorbHandler> AfterEffectAbsorb;

    // executed when mana shield aura effect is going to reduce damage
    // example: OnEffectManaShield += AuraEffectAbsorbFn(class::function, EffectIndexSpecifier);
    // where function is: void function (AuraEffect * aurEff, DamageInfo & dmgInfo, uint32 & absorbAmount);
    HookList<EffectManaShieldHandler> OnEffectManaShield;
#define AuraEffectManaShieldFn(F, I) EffectManaShieldFunction(&F, I)

    // executed when aura effect proc event occurs
    // example: OnEffectProc += AuraEffectProcFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
    // where function is: void function (AuraEffect const * aurEff, Unit* pUnit, Unit *victim, uint32 damage, SpellInfo const* procSpell, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, int32 cooldown);
    HookList<EffectProcHandler> OnEffectProc;
#define AuraEffectProcFn(F, I, N) EffectProcHandlerFunction(&F, I, N)

    // executed after mana shield aura effect reduced damage to target - absorbAmount is real amount absorbed by aura
    // example: AfterEffectManaShield += AuraEffectAbsorbFn(class::function, EffectIndexSpecifier);
    // where function is: void function (AuraEffect * aurEff, DamageInfo & dmgInfo, uint32 & absorbAmount);
    HookList<EffectManaShieldHandler> AfterEffectManaShield;

    // AuraScript interface - hook/effect execution manipulators

    // prevents default action of a hook from being executed (works only while called in a hook which default action can be prevented)
    void PreventDefaultAction ();

    // AuraScript interface - functions which are redirecting to Aura class

    // returns proto of the spell
    SpellEntry const* GetSpellProto () const;
    // returns spellid of the spell
    uint32 GetId () const;

    // returns guid of object which casted the aura (m_originalCaster of the Spell class)
    uint64 const& GetCasterGUID () const;
    // returns unit which casted the aura or NULL if not avalible (caster logged out for example)
    Unit* GetCaster () const;
    // returns object on which aura was casted, target for non-area auras, area aura source for area auras
    WorldObject * GetOwner () const;
    // returns owner if it's unit or unit derived object, NULL otherwise (only for persistent area auras NULL is returned)
    Unit * GetUnitOwner () const;
    // returns owner if it's dynobj, NULL otherwise
    DynamicObject * GetDynobjOwner () const;

    // removes aura with remove mode (see AuraRemoveMode enum)
    void Remove (uint32 removeMode = 0);
    // returns aura object of script
    Aura * GetAura () const;

    // returns type of the aura, may be dynobj owned aura or unit owned aura
    AuraObjectType GetType () const;

    // aura duration manipulation - when duration goes to 0 aura is removed
    int32 GetDuration () const;
    void SetDuration (int32 duration, bool withMods = false);
    // sets duration to maxduration
    void RefreshDuration ();
    time_t GetApplyTime () const;
    int32 GetMaxDuration () const;
    void SetMaxDuration (int32 duration);
    // expired - duration just went to 0
    bool IsExpired () const;
    // permament - has infinite duration
    bool IsPermanent () const;

    // charges manipulation - 0 - not charged aura
    uint8 GetCharges () const;
    void SetCharges (uint8 charges);
    // returns true if last charge dropped
    bool DropCharge ();

    // stack amount manipulation
    uint8 GetStackAmount () const;
    void SetStackAmount (uint8 num, bool applied = true);
    bool ModStackAmount (int32 num);

    // passive - "working in background", not saved, not removed by immonities, not seen by player
    bool IsPassive () const;
    // death persistent - not removed on death
    bool IsDeathPersistent () const;

    // check if aura has effect of given effindex
    bool HasEffect (uint8 effIndex) const;
    // returns aura effect of given effect index or NULL
    AuraEffect * GetEffect (uint8 effIndex) const;

    // check if aura has effect of given aura type
    bool HasEffectType (AuraType type) const;

    // AuraScript interface - functions which are redirecting to AuraApplication class
    // Do not call these in hooks in which AuraApplication is not avalible, otherwise result will differ from expected (the functions will return NULL)

    // returns currently processed target of an aura
    Unit * GetTarget () const;
    // returns AuraApplication object of currently processed target
    AuraApplication const * GetTargetApplication () const;
};

//
// definitions:
//
// EffectIndexSpecifier - specifies conditions for effects
// EFFECT_0 - first effect matches
// EFFECT_1 - second effect matches
// EFFECT_2 - third effect matches
// EFFECT_FIRST_FOUND - first effect matching other conditions matches
// EFFECT_ALL - all effects of spell match
//
// EffectNameSpecifier - specifies conditions for spell effect names
// SPELL_EFFECT_ANY - any effect but not 0 matches condition
// SPELL_EFFECT_XXX - one of values of enum SpellEffects - effect with equal name matches
//

#endif // __SPELL_SCRIPT_H
